The hum of the fusion drive reverberates through the ship's hull. It reminds you that you should probably replace it soon. A quick check on the MobiGlas says there's an Aegis showroom on the planet you're heading to. Couldn't hurt to see what they got, right?
With the Credits you make delivering this cargo, you should be able to buy your ship a little treat. Besides, she's your bread and butter. You roll on your side and look out the window at the vast yawning space outside. A distant planet silently orbits a dying sun.
The man behind Wing Commander, Privateer, Strike Commander, Starlancer, Freelancer and more has assembled an elite team of industry veterans to build the Space Sim that we've all dreamed of: Star Citizen. With Chris at the helm, players can rest assured that they are supporting a game that will immerse them in a science fiction universe like nothing before.LESS DETAILS
Contact. You kick off the berth and slide into the pilot seat, taking the ship off Auto as you do. Correction, three contacts, pretty far out. Vanduul never raid this far into the Empire... your heart sinks as you mutter to yourself: "Pirates."
You keep bearing and speed, keep shields at current levels. Don't do anything to make them think you're itching to fight. You never know, they might just pass on by. You can't tell what pack they belong to. You've run across pirates in the past, even done business with a few, maybe you'll get lucky...
Star Citizen takes you further than any other online game with an unparalleled level of immersion. Step out of the pilot's seat for the first time: traverse your cockpit, explore planets and cities and even engage in first person boarding actions to take over other ships, bases and orbital platforms. Play with your friends on your wing, watching your back or manning turrets on your ship all in a massive universe that evolves with players instead of against them.
At the same time, Squadron 42 will allow players to experience a single-player campaign in the grand tradition of Chris Roberts' Wing Commander. Progress through a pulse-pounding narrative whose outcome depends on your decisions and skills as a pilot. A branching storyline means you're never playing the same game twice. Optional drop-in multiplayer allows friends to join as wingmen during the story!LESS DETAILS
The three flash their engines and turn to engage you. You charge your shields up full and heat up your guns. You swear to yourself, if you make it through this, to hell with living on the straight and narrow. Times are too tight. You can't afford to keep losing loads. It keeps going like this, you might have to become a pirate tomorrow.
The pirates fan out in an attack formation... but first, you have to make it through today.
Welcome to Star Citizen.
Raw power, unchallenged customization and an open system: why would we choose anything other than the PC? Star Citizen aims to return PC gaming to its former glory by taking advantage of the platform's incredible strengths. Star Citizen will feature constant content updates, fully equipped modding tools and the ability for players to host their own custom servers. The full range of PC peripherals will be embraced, from HOTAS flight sticks to the Oculus Rift; you have control over how you play the game!
No more churning out gold: the Star Citizen universe will have a fully simulated game economy driven by supply and demand. The commodities and credits in the game will change the way the universe evolves in dramatic ways, shaped by the player's actions. Failing to mine raw materials means a planet will stop producing missiles and players will compete to arm their ships; mining a surplus will decrease costs. Everything from space pirate attacks to planetary disasters to coordinated efforts from player groups will have a noticeable impact on how goods work in Star Citizen. Everything in turn generates jobs for players and NPCs alike, from planets hiring mercenaries to restore their supply lines to additional haulers to move surplus goods where they're needed.LESS DETAILS
Strap into one of dozens of ships and embark on a life within the Star Citizen universe. Unbound by profession or skill sets, you choose the path of your own life.
Say goodbye to the class-based MMO leveling systems. Star Citizen doesn't introduce arbitrary limitations to drive players to continue to play: it creates an experience they will want to come back to, where their own skill is the limit of their abilities. Whether you want to haul cargo while dodging pirates, join the military, be a smuggler of illicit goods, run a successful corporation, or even be a pirate there are dozens of ships at your disposal all the way from single seat fighters to corvettes to 2km long carriers that can be captured by an intrepid group.
Build your ship to suit the task: explorers might work to earn long range engines, while mercenaries go after more powerful shields. Every element of your ship is customizable: weapons, shields, avionics, power reactors, engines, thrusters and even cockpit decorations. Build the ship of your dreams!
No more Space Invaders: Star Citizen's physics are so real, you'll grit your teeth when you crash. Every ship in the game is subject to all the laws of real physics, accurately simulated. By default, they'll employ a fly-by-wire system to control maneuvering thrusters and primary engines.
Each of these thrusters is able to traverse a finite amount and provide a maximum amount of thrust. When a player pulls back on the stick, the game calculates in real-time how quickly the maneuvering thrusters can traverse and apply the amount of thrust allowed by the weight of the ship and respond to the player's input as it pitches up. True hotshots can disable the fly-by-wire system for full control over the most realistic space combat ever simulated!LESS DETAILS
Becoming a part of Star Citizen now not only gives you the game when it's complete, but offers you a unique experience unlike any other game in the past. Our website features daily updates; including project discussions, concept art, fiction, and contact with the development team themselves.
Become a backer and have your voice heard with a level of access unprecedented in the history of games. Help the developers build the game we all want to play.
Star Citizen is being made exclusively through crowd funding and aims to be the first ever fully crowd funded AAA game. That leaves development in the hands of the artists and means that the buck stops with Chris Roberts and his team's creative vision instead of a publisher's balance sheet. Star Citizen fans have already told the world they want space sims and PC games back and we're going to make the game they want. For the first time in decades, game development will be beholden only to a pure creative vision!
Pledging support for the game gives players the ability to access game modules as they come online all the way through the final release. Long before the Alpha or Beta stages, players will have access to their hangars, ships, dogfighting and planet side environments so they can participate in the development process. Pledgers aren't just buying a game, they're buying an experience: you will be closer to the game development process than ever before, with full access to interact with developers on a daily basis, receive constant updates and see work as it goes from concept to the final implementation. Make your voice heard to a development team that cares about your experience!LESS DETAILS
Ships in the Star Citizen universe aren't just pretty shapes, they are fully functioning vehicles with hundreds of components, many of which move and articulate as you imagine they would on a real spaceship.
Because of this, when we design the ships of Star Citizen we have to do more than create something that looks cool, we have to actually think about how the parts of the ship fit together, how they move. If a missile pod or weapon folds into the fuselage we have to make sure there is room for it. We have to worry about the ergonomics of the cockpit, or living quarters inside a bigger ship, how a gantry or a ladder folds out to allow the pilot to climb in, how a door or canopy cantilevers out.
In short we have to do industrial design and engineering as much as we do aesthetic design. This attention to detail extends to things like the engines, the various ship systems; avionics, life support, the various modular upgrade and the weapons.
All spacecraft performance is based on a linear series of engine components which can be upgraded in thousands of possible combinations. Pilots will treat their engine systems like their PCs, adding modifiers to increase the performance, upgrading the engine as though it were a CPU and even overclocking them (and risking flame-outs!).
Intakes are the hydrogen ram scoops on the front of the spacecraft which fuel it by gathering spaceborne hydrogen.. Upgrades alter the effectiveness and the profile of the vehicle; the more effectively a ship takes in fuel the more efficient its engines. The tradeoff is that, unless countermeasures are installed, this also increases the radar signature. The appearance of the ship is altered as well: more primitive intakes look like physical fan blades, others glow different colors as heat capacity increases.
Modifiers are upgrade modules that affect the overall performance of the engine.
The engine is the core power plant of the ship. Engine output varies depending on manufacturer, model and type (types include Fission, Fusion, Anti-Matter, etc.) Each selection offers you a different base performance. Engine model examples: General Fusion 3000, Merlin Agena-L, Korolev Atlas III, Suncom Omega.
Thrusters are the end of the chain, the physical output point of the engine. They modify the overall engine output: burn at different rates, impact the range, increase or decrease the radar profile of the ship (you might pay extra for "silencer" thrusters which don't give off such a large drive plume,) etc. Here you will see a significant visual difference: different size nozzles, different colors of thrust, etc. THRUSTERS are defined by two values; its THRUST RATING (TR), which determines the amount of thrust it can deliver. The bigger the number, the larger and more powerful the thruster. A 10 rated thruster would be used on a cruiser's main engines, and a 1 rated thruster would be a maneuvering thruster on a RSI Aurora. You can normally fit a thruster of the same or lower rating but you couldn't attach a 5 rated thruster to a 3 rated thruster slot. Most ships have higher rated thruster slots for the Main Engine thrust and at least 4, but usually 8 lower rated thruster slots for the Maneuvering and Retro thrusters. The maneuvering thrusters are used to change the ship's orientation as well adjust its overall velocity vector. Retro thrusters arrest the ships velocity. Frequently a front mounted maneuvering thruster will also perform retro fire duties.
The second important value for a thruster is its ARTICULATION TYPE; Fixed doesn't move. The thrusters on the Apollo lunar lander would be classified as fixed. Then there are Jointed thrusters; these are rigid nozzles that can rotate on one or two axis. After this there are Flex thrusters; which can articulate on one or two axis, but aren't rigid. Think of these like the nozzles on a Harrier or an F-35. Finally there are Vectored thrusters – which have vector flaps that help direct the stream of exhaust.
As an example, the Hornet has a maximum of a 4-rated Vectored Main Engine thruster, four 2 rated flex maneuvering jets (with the front two also performing retro duties) on the top and four 2 rated jointed thrusters on the bottom.
A ship's Upgrade Capacity defines its ability for a ship to add additional modules or systems to the base hull. Some upgrades–for instance, an enlarged cargo hold–will require more than one upgrade slot.
The number and combination of potential upgrade modules is nearly limitless, but some examples include:
Alters your ship's overall cargo capacity. These come in different flavors: one might give you more room, another might include an electromagnetic barrier that hides contraband from police scans.
Increases your ship's capacity for taking damage (available in different materials: plasteel, durasteel, isometa etc.)
Increase your ship's targeting range, friend or foe identification speed, depth of field, etc. with any number of internal computer hardware updates.
Larger ships are capable of tractoring in spaceborne junk and ore mined from asteroids. With a refinery lab aboard your ship you can reduce them to their core components, increasing immediate resale value.
Increase the amount of energy your ship can shift from engines to guns at any given time.
If you're going to travel from system-to-system, you'll need a jump drive! Jump drives range from a journeyman model for ordinary pilots to complex explorer models that increase your chances when charting a new star system. Another option is a stealth model which reduces your "jump flash" and makes it easier for you to travel undetected.
Available in a thousand makes and models, each of which can be chained or tuned to a specific pilot's preferences! Standard shield generators provide X protection at Y recharge for Z energy usage per second. Other models might reflect particular types of guns (ie, a 20% chance of deflecting an energy blast, but weak against physical shot and the like) and still others might impact a ship's stealth. A strong forward "ramming shield" offers an option to players who want an alternative method of dogfighting...
Note that all of these upgrades also have tradeoffs. The ability to shift more energy to guns also decreases it from engines and shields, an increased cargo hold means that maneuverability or speed is impacted, etc.
Every ship has hardpoints on which a variety of different weapons can be mounted. Each hardpoint has a classification. A lower classification can always be mounted on a higher classification hardpoint, but not the other way around.
Fixed Gun. This is your standard forward facing laser, neutron cannon, particle gun, etc.
Articulated Gun. Think the guns in Freelancer or the smart weapons found in later Wing Commanders. Class 2 hardpoints are rarer and more expensive, but they allow guns to rotate on an arc rather than fire point blank.
Pylon. This is where you mount missiles, ECM units, radar pods, drop tanks, additional ammunition, special scanners, etc.
Turret. Uses the same fixed guns as class 1, but mounted in a separate area of the ship which may be crewed by another person. Turret slots can also mount pylon-type weapons (i.e. a tractor beam or a chaff dispenser.)
Manned point defense turrets, generally mounted on larger ships and capital ships.
Heavy manned capital ship turrets – used for ship-to-ship combat.
Spinal mount lasers – heavy hitters that are effective against medium and large ships.
Capital ship cannons – extended range heavy weapons used for capital ship battles in space.
Weapons in Star Citizen / Squadron 42 are split into two major categories; Guns and Self Propelled (Missiles, Countermeasures)
Guns are an exception to the "more is better" rule that applies to all other upgrades. Looking back at the original Wing Commander games, there's a clear jump: you had the original games where there were between three and eight gun types and players had a clear feel for each one and the later games where there were ten to twenty and they all felt like different colors of the same thing. Anyone can tell you which their favorite gun loadout in Wing Commander I or II was (and it will be different for each person) whereas few can tell you which guns the ships in Wing Commander III forward even had.
Like those earlier games, we want to design a few iconic gun types and then build on that canon (pun intended!) over time. Variation can be added with modifiers (gun silencer, gun cooler, over clocker) and different companies or subordinate models of the same weapon (perhaps the ASD Mass Driver is distinctly inferior to the Behring model.) But developing a new gun–say, introducing the first Particle Cannon–should ultimately be treated as a major event in the game world.
Ballistic (hard-ammo) Weapons:
Note that all self-propelled weapons are mounted on pylon-based launchers which can be attached to a class 3 or class 4 hardpoint. The same general class of self-propelled weapons will be produced by any number of companies and we will encourage player loyalty to "their" brand. Maybe a more expensive ‘name brand' missile has a little bit more of a kick, versus cheap store brands and even cheaper ‘discount' missiles that have a higher rate of failure.
Missiles are defined by three important components:
GUIDANCE: This can be Dumb (no target acquisition – this is the behavior of a rocket), Heat Seeking, Image Recognition, Friend or Foe.
PROPULSION: This is normally some form of a thermal jet propellant system; either a solid or liquid propellant. Some larger missiles can however use more exotic forms of propulsion, closer to what a spaceship will use.
PAYLOAD: This can be PBX High Explosive (HE), Nuclear (Fission and Fusion), EMP and Anti-Matter.
Roberts Space Industries (RSI)The original creators of the engine that kickstarted humanity's expansion into space, Roberts Space Industries build a wide range of spaceships that serve all needs starting at basic interstellar travel to deep exploration on the outer edges of the galaxy. The tagline is "Roberts Space Industries: Delivering the Stars since 2075"
The Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner's ship: what it lacks in style it makes up for in ample room for upgrade modules. Most pilots move up from an Aurora as quickly as their credit accounts allow... but a select few regard flying this venerable spacecraft as a badge of honor!
When you think handsome bounty hunter making his own way in a galaxy of enemies, you think the Constellation. The Constellation, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking. The Constellation includes a manned turret, a large cargo area and a small flight deck capable of launching a snub fighter in its own defense.
Anvil AerospaceFounded in 2772, Anvil has been reliably delivering military-grade equipment to the UEE navy for almost two centuries. The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladi¬ator. No military campaign in the last two centu¬ries has been launched without Anvil spacecraft in the forefront, and no carrier in UEE space today operates without at least a squadron of Anvil-designed fighters. On the civilian side, the Hornet is holding steady as the third best-selling single-seat spacecraft design available, trumped only by the Aurora and 300i.
The Hornet is the civilian version of the F7A Hornet flown off of the elite Bengal carrier vanguard of the UEE Navy. While not outfitted for long range runs, the Hornet can take her share of hits... and dish out a consistent, powerful response. The Hornet may be uglier than anything from Origin's lineup, but pilots love them for their rugged reliability.
The T8A Gladiator is the UEE Navy's premiere carrier-based torpedo-plane and space-to-ground dive bomber. Rugged to a fault, the Gladiator is the most capable and extremely modular bomber chassis ever designed.
Origin Jumpworks, GmbHThere is a place where beauty and power meet. The designers and engineers at Origin Jumpworks have spent the past two hundred years building the high-performance ships to take you there. While the price may seem high, you can rest assured that every ship that bears the Origin logo has been thoroughly refined. Owning an Origin craft is the beginning of your flight to perfection.
If you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons. Some have accused Origin of putting style over substance and inflating the sticker price to match... but at heart the 300i is still an elegant dogfighter's tool.
If you want to get from point A to point B as quickly as possible and with as much style as possible then ORIGIN's M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST. The core spaceframe is used by both racing teams and for military courier missions, but the civilian M50 is a luxury spacecraft like no other. Perfect for the mercenary who prefers speed over armor in a dogfight… or the weekend warrior looking to impress the ladies.
Musashi Industrial & Starflight Concern (MISC)Before becoming one of the first Corps to attempt a crossborder merger with a Xi'An company, MISC has long been one of the most dependable names in hauling transports. Their efficient, modular designs are capable of handling cargo of all sizes and within all price-ranges making them the ideal craft of choice for independent traders and large corporations.
MISC is known for producing efficient, modular, middle-of-the-road ships, primarily transports of different sizes. Freelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy. Don't let some of the alien technology in the cockpit surprise you: the Freelancer's design owes several of its internal systems to a lend-lease deal with the Xi'An.
The MISC Starfarer is the galaxy's standard fuel transporter. Starfarers are ubiquitous on both sides of the fueling process: their massive tanks allow for both the collection of space borne fuel from gas giants and extrasolar sources as well as the transport of active fuel from refinery stations to the primary market. Though the stock model lacks refinery equipment, the Starfarer does have docking mechanisms allowing it to conduct in-flight refueling operations with most spacecraft classes.
The most common Starfarer modification ships liquid foodstuffs in the same tanking system. A visually distinct long-haul bulk goods version mated to an alternate cargo chassis also exists, although it has proven far less popular than the more rugged Freelancer lineup. An armored tactical variant, the Starfarer Gemini ("Star-G") is produced under contract by Aegis for use by the UEE military.
Drake InterplanetaryOstensibly a legitimate company, it's an open secret that they manufacture cheap, well-armed craft favored by pirates, to the point that they're named in that vein: "Cutlass," "Buccaneer," "Privateer," and "Marauder," etc.
Drake maintains that the Caterpillar, a sprawling, modular spacecraft which appears at least somewhat like its namesake, is for legitimate commerce and extended search and rescue missions… but at the end of the day, the Caterpillar is truly the evil twin of the Freelancer.
Designed for supporting pirate operations, the Caterpillar features a large cargo hold for carrying loot, heavier armor than other freighters in its class and room for five crew able to serve in boarding operations. Despite its heavier armor, the Caterpillar isn't a bulldog… a succesful operation will require a fighter escort.
Drake Interplanetary claims that the Cutlass is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations. While it's true that Cutlasses are used throughout known space for such missions, their prime task and immediate association is with high space piracy. Cutlasses, often operating in groups, menace distant transit lanes to prey on hapless merchants. A single Cutlass can ravage a mid-sized transport and a pack operating as a team can easily take down larger prey. STOL adaptations allow these interceptors to operate off of modified transports or pocket destroyers; the most common warships that make up pirate caravans.
Aegis DynamicsAegis is a name known throughout the galaxy and is synonymous with power. Having built some of the most decorated ships in use by the UEE Navy, Aegis has enjoyed great notoriety over the years with their venerable Retaliator Bomber and Idris Corvette. While also working on entirely new lines, the talented engineers at Aegis are hard at work retrofitting these veterans of the battlefield for commercial applications. Having been to the furthest reaches in the harshest conditions, you can trust your business to make it there in an Aegis ship.
The Retaliator is the United Earth Empire's premiere, if aging, jump-capable heavy bomber. Massive formations of these spacecraft running long-range strike missions is not an uncommon sight around the fringes of the empire. With a distinctive elongated silhouette that is dotted with turrets and carrying a massive bomb load, the Retaliator is an effective symbol of Imperial might. As such, they are the frequent centerpiece of Space Force recruiting posters. Retaliators are ground-based, with all but the largest carriers unable to operate them effectively. Heavily modified Retaliators are becoming commonplace on the civilian market as the design ages and earlier production runs are sold off en-mass. Outfitted to carry cargo instead of anti-matter bombs and with the waist turret positions typically swapped for makeshift living quarters, they make a good medium freighter or a basic explorer. Some have even been converted into long-hop passenger spacecraft!
Larger than a bomber but smaller than a ship of the line, corvettes occupy an interesting space in the pantheon of warships. While they lack the heavy armor and the capital weaponry of a cruiser, corvettes are more maneuverable and are highly configurable. Even the least expensive models feature numerous upgrade slots and multiple hard points for turrets and missiles. Corvettes are also frequently used for boarding actions; a single ship can support a team of marines capable of taking the fight to the decks of larger warships and stations.
The Aegis Avenger has had a long and storied life as the standard patrol craft of the UEE Advocacy. Although aging, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts. It avoids more specialized weapons in favor of a single, center-line gun mount which makes it something of a marksman’s ship. Police Avengers support enhanced scanner suites in the service of their patrol duties and the civilianized models retain a higher amount of computer memory than similarly sized spacecraft.
The UEE Navy’s air arm continues to use Avengers (designated N6G) as their standard trainer spacecraft. Any pilot serving today likely spent at least 300 hours qualifying In an Avenger before moving on to their combat assignment. (We will use the Avenger for the training missions in Squadron 42; think T-6 Texan.)
As more coreward Advocacy offices begin the transition to the police variant of the M50 interceptor and used Avengers have flooded the market. Criminal elements have begun to adopt these Avengers for their own needs, finding that their larger-than-average cargo hold and engines make an ideal bootlegging spacecraft.
Pledge Packages are "pledge bundles" which will go directly toward helping us make Star Citizen a reality.
What you get with each package is the actual Star Citizen game upon its release, access to beta modules that will be released up until the final product, a reservation of your own spaceship, and a variety of other add-on items.
As a backer of the Star Citizen project, you will also gain access to all of the behind-the-scenes engineering and development processes of the game with updates happening daily. We are also surrounded by a vibrant community who all share the same excitement for a revolutionary new space-sim adventure and whom we frequently interact with.
Pledge today and become a contributor to the development of the next-generation space-sim. Here are a few pledge options to start your journey: